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Technological Forecasting & Social Change xxx (2016) xxx–xxx

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Technological Forecasting & Social Change

How augmented reality apps are accepted by consumers: A comparative analysis using
scales and opinions
Alexandra Rese a,⁎, Daniel Baier a, Andreas Geyer-Schulz b, Stefanie Schreiber c
a
University of Bayreuth, Faculty of Law, Business and Economics, Chair of Innovation and Dialogue Marketing, D-95440 Bayreuth, Germany
b
Karlsruhe Institute of Technology (KIT), Institute for Information Systems and Marketing, Chair of Information Services and Electronic Markets, Kaiserstr. 12, D-76131 Karlsruhe, Germany
c
Brandenburg University of Technology Cottbus-Senftenberg, Chair of Marketing and Innovation Management, Erich-Weinert-Str. 1, D-03046 Cottbus, Germany

a r t i c l e i n f o a b s t r a c t

Article history: Increasingly, retailers rely on interactive technologies to improve consumers' shopping experiences. On the one
Received 7 September 2015 side, interactive kiosks and smart mirrors make use of dedicated devices and software to explain, configure, and
Received in revised form 12 October 2016 recommend products. On the other side, computer programs – so-called apps – are installed on the consumer's
Accepted 14 October 2016
own device for the same purpose. They can be used at home, or – if installed on a mobile device – in retail outlets
Available online xxxx
or on the move. In all cases, augmented reality (AR) can support these purposes by placing virtual content
Keywords:
(e.g. new furniture) in a real environment (the consumer's home). The overall perception and acceptance toward
Augmented reality (AR) such interactive technologies are discussed in this paper. Users' perceptions and experiences are measured by
Scan function applying a modified technology acceptance model (TAM). Four experiments, two with marker-based and two
Virtual mirror with markerless AR apps are presented to support the generalization of the results, the measurement models
E-commerce and the measurement approach. The results are satisfactory with regard to the robustness of the TAM model.
Technology acceptance model (TAM) However, the relative importance of hedonic (enjoyment, pleasure, fun) and utilitarian (information) aspects
Markerless varies for different kinds of AR apps and has to be considered for improvement to occur. From a measurement
Marker-based
point of view the acquiescence bias has to be dealt with when developing scale items.
© 2016 Elsevier Inc. All rights reserved.

1. Introduction Research has concentrated on getting AR technology to work by


focusing on enabling technologies such as displays, other interface
Augmented reality (AR) integrates computer-generated objects devices, or algorithms. However, experiments with users have to be
with the real environment and allows real-time interactions (Azuma, made to evaluate AR devices and AR apps. So far research has focused
1997). AR is rapidly gaining attention worldwide. Applications (apps) on the evaluation of technical demonstrators, user perception and
were first developed in the 1990s, e.g. an aircraft wire bundle assembly cognition, user task performance, or the development of user-oriented
guidance system supporting manufacturing and repair for Boeing guidelines for design (Olsson et al., 2013, p.389). Besides visualization
(Caudell and Mizell, 1992; for more examples see Azuma, 1997). and interaction the overall perception and acceptance of AR is impor-
For some time, large and unwieldy dedicated devices hampered AR tant. Overall, user studies are scarce, and this applies in particular to
popularity. However, with the widespread adoption of smartphones AR apps relying on handheld devices (Bulearca and Tamarjan, 2010;
and other handheld devices the interest of developers and companies Dey and Sandor, 2014).
in AR has significantly increased. Many companies are now developing With regard to potential usage or adoption of technical innovations
and implementing AR. Consequently, Daponte et al. (2014, p.54) state in retailing by consumers, the theoretical considerations as well as
that AR is moving from the laboratory into consumer markets. This empirical studies have extensively focused on the technology accep-
also applies to the retailing industry where smart or virtual mirrors for tance model (TAM) (Pantano, 2014). The TAM model has been
consumer experiences were AR front-runners (Demirkan and Spohrer, described “as the most influential and commonly employed theory of
2014; Pantano and Naccarato, 2010). Pantano (2014, p. 348) empha- information systems” (Lee et al., 2003, p.752). Originally developed as
sizes the potential of AR in terms of “capturing consumers' attention a simple model, and relying on four basic constructs (perceived ease of
and influencing their purchasing decision”. use (PEOU), perceived usefulness (PU), attitude toward using (AT) and
behavioral intention to use (BI)) (Davis, 1986, 1989), it has been
extended depending on the context with various (external) variables
⁎ Corresponding author.
E-mail addresses: alexandra.rese@uni-bayreuth.de (A. Rese),
(for an overview with regard to retailing see Pantano and Di Pietro,
daniel.baier@uni-bayreuth.de (D. Baier), andreas.geyer-schulz@kit.edu (A. Geyer-Schulz), 2012). One aim of the paper is to identify potential interesting variables
stefanie.schreiber@b-tu.de (S. Schreiber). with regard to AR in retailing taking previous TAM studies, but also

http://dx.doi.org/10.1016/j.techfore.2016.10.010
0040-1625/© 2016 Elsevier Inc. All rights reserved.

Please cite this article as: Rese, A., et al., How augmented reality apps are accepted by consumers: A comparative analysis using scales and
opinions, Technol. Forecast. Soc. Change (2016), http://dx.doi.org/10.1016/j.techfore.2016.10.010
2 A. Rese et al. / Technological Forecasting & Social Change xxx (2016) xxx–xxx

studies from contextually similar areas and applications (e.g. virtual introduced for computers and/or smartphones (for recent surveys on
worlds, innovative retailing), into account. Two main features of AR the use of the term and system development see Daponte et al., 2014,
and potential variables of interest mentioned in the literature are the Mekni and Lemieux, 2014, or Van Krevelen and Poelman, 2010). Besides
provision of additional information on products, services or the store application fields such as entertainment and games, cultural heritage,
shopping environment and “stimulating and pleasant experiences” medical, education and training, navigation and tourism, social
(Olsson et al., 2013, p.287). networking, marketing has been identified as a potential application
Despite its popularity, TAM has been criticized with regard to field (Adhani and Rambli, 2012; Gervautz and Schmalstieg, 2012;
measure validation and measurements “resulting in conflicting and Mekni and Lemieux, 2014). Gervautz and Schmalstieg (2012, p.30)
somewhat confusing findings which vary considerably in terms of describe marketing together with advertising and sales as the “largest
statistical significance, direction and magnitude” (Yousafzai et al., application opportunity for AR”. Retailers can use AR to engage
2007a, p.1746). In particular, the usage of self-reported measurement customers in particular by “virtual trial and product education” as well
scales is referred to as “the most commonly reported limitation” (Lee as gamification to enhance customer experience (Baier et al., 2015).
et al., 2003, p.762). Even though self-reported constructs significantly By presenting additional product information in terms of virtual content
correlate with self-reported usage (e.g. Davis, 1989), there is an absence the AR app can support consumers in their product decision (Adhani
of absolute measures making the accurate comparison of usage levels and Rambli, 2012). This is in particular the case if consumers can use
more difficult, e.g. with regard to the technological context (Segars their own image to interact with the product and “dress their virtual
and Grover, 1993). Several authors have emphasized the need for and model with the items they prefer” (Blazquez, 2014, p.100). In addition,
conducted replication studies to determine the predicted relationships the experience of the customer either in the store or at home can be
of the TAM model (for an overview including the aspect of replication enhanced, since it is fun to use the AR app interactively (Gervautz and
studies to validate the TAM model and measurements see Lee et al., Schmalstieg, 2012). Other marketing application possibilities – which
2003). are not the focus of this paper – are navigation aids to localize stores
This paper aims to shed light on these two gaps by investigating the and in-store-navigation, warehouse space optimization, brand recogni-
acceptance of four AR apps in the German marketing and retail markets tion and promotion, or support of sales team members (Gervautz
and comparing two different interaction principles. The mobile IKEA and Schmalstieg, 2012). These recent surveys of AR apps indicate a
catalogue app and the mobile AUTO BILD app both rely on a scan broadening of the definition of AR: AR in the wide sense is the integra-
function used in combination with a printed version of a catalogue or tion of virtual objects (of any type) into a real environment in real time.
magazine, whereas the Mister Spex and Ray Ban (eyewear) AR apps
implement a virtual mirror. User acceptance of these four AR apps in 3. Theory building and research model
consumer markets is examined with usability experiments in a labora-
tory setting. A TAM analysis is performed. Besides a scale-based 3.1. Technology adoption of AR in marketing and retailing: theories and
approach relying on batteries of TAM items, a more direct measurement shortcomings
approach based on pre-defined adjective semantic differential pairs is
used. The results of the semantic differential and the TAM scales Fifty years after Ivan Sutherland's Sketch Pad graphical user interface
approach for the four AR apps are compared with regard to the quality (Sutherland, 1964), research in (end user) technology acceptance is one
of measurement and the variables included in the model. of the mature areas in information systems research for the simple
The paper is structured as follows: The next section gives insight into reason that consumer acceptance is crucial for the market success of a
the conceptual and theoretical background for TAM and for AR with a new technology. And within this research area, the technology accep-
focus on marketing and retailing. In the following sections a modified tance model (TAM) of Davis (1986) (in one of its variants) is the most
TAM for AR apps is developed and tested in the context of four prominent model. This is supported by a Google Scholar search (June
AR apps. In the last section, theoretical and practical implications, 15th, 2016) resulting in about 1.66 million links for the TAM model.
limitations, and avenues for further research are presented. To predict technology acceptance Davis (1986) relied on a simple
Stimulus-Organism-Response model which was refined with the
2. The concept of AR against the background of marketing and Theory of Reasoned Action (TRA) of Fishbein and Ajzen (1975). Davis
retailing (1986) suggested that the motivation of a user to use the system is
best explained by the latent construct attitude toward using (AT) – and
In the literature the definition of Azuma (1997, p.355) is AT from perceived usefulness (PU) and perceived ease of use (PEOU).
predominantly used; this defines AR as a system “in which 3D virtual Meta analyses have shown that TAM explains about 40% of the variance
objects are integrated into a 3D real environment in real time”. The in the behavioral intention to use (BI) an innovative IT system (Legris
superimposition of 3D virtual objects in the environment of the user et al., 2003). In addition, the BI of an innovative system is a direct
AR “enriches the sensorial perception of a person” (Daponte et al., predictor of actual system usage explaining about 37% of the variance
2014, p. 53). AR is based on techniques developed for virtual reality after post-training in a voluntary setting and 35% of the variance in a
(Azuma, 1997) “but does not replace the real environment, rather AR mandatory setting (Venkatesh et al., 2003).
uses the real environment as a background” (Fonseca et al., 2014, TAM as a theoretical framework has been criticized due to its
p.435). simplicity for turning the research focus away from “design- and
For user interface technology (Rekimoto and Nagao, 1995), aspects implementation based antecedents” as well as human behavior and
such as visualization and real time rendering, wireless communication, experience (Benbasat and Barki, 2007, p.212). Thus, the TAM model
interaction technologies, tracking and registration, data storage and has been extended with various constructs, e.g. the TAM2 model
access technologies are important (Adhani and Rambli, 2012; Mekni (Venkatesh and Davis, 2000) adds antecedents to PU and the TAM3
and Lemieux, 2014). AR enabling technologies in particular include model (Venkatesh and Bala, 2008) to PEOU. Aiming at specific guidance
“(d)isplays, trackers, and graphics computers and software” (Van for designing IT systems, Wixom and Todd (2005) combine user
Krevelen and Poelman, 2010, p.2). Recent advances in processor satisfaction models with the TAM model and rely on determinants
performance, display technology and device equipment (e.g. video such as System Quality and Information Quality. Aspects of concepts
camera, internet connection bandwidth (by LTE – long-term evolution), like user experience (Hassenzahl and Tractinsky, 2006) investigating
GPS, and sensors such as an Inertial-Measurement Unit) have also the drivers of positive experience of interactive computer technology,
increased the interest in AR on mobile devices (smartphones, tablets, e.g. the internal state of the user, characteristics of the system
glasses) (see Daponte et al., 2014). Several AR apps have been (e.g. usability), and the environment, have been integrated into the

Please cite this article as: Rese, A., et al., How augmented reality apps are accepted by consumers: A comparative analysis using scales and
opinions, Technol. Forecast. Soc. Change (2016), http://dx.doi.org/10.1016/j.techfore.2016.10.010
A. Rese et al. / Technological Forecasting & Social Change xxx (2016) xxx–xxx 3

TAM. This also holds for pre-adoption research taking attitudes and Olsson et al. (2013, p.296) AR apps were “expected to offer playful and
perceptions before behavioral intention and behavior as the focus entertaining momentary experiences” (italics in original), but “artistic
(Hameed et al., 2012; Karahanna et al., 1999). Overall, TAM has been and amusing content” should be avoided.
applied to analyzing various technologies (see Chuttur, 2009) with Since AR apps in marketing and retailing have been introduced
study participants only interacting very briefly with the new system only recently, the TAM model is a suitable approach to explain
(Davis, 1989). However, when it comes to choosing external variables acceptance and future usage intentions. With several key words
Legris et al. (2003, p.196) found “that there is no clear pattern”. such as “augmented reality” or “virtual worlds” and “retailing” and
Several meta-analyses have investigated the proposed relationships “technology acceptance model” or “consumer acceptance”, Google
in the TAM model, which all could be positively confirmed for the most Scholar was used to find 14 studies (see Table 1). Most of them applied
part, but also showed inconsistencies (Legris et al., 2003; Yousafzai a hypothesized research model involving AR apps and related fields
et al., 2007a) or a varying relative importance of perceived usefulness such as “virtual worlds”. With regard to the hedonic aspects of the
and perceived ease of use over time (Yousafzai et al., 2007a). This circum- respective app most studies included “perceived enjoyment” or
stance supports the undertaking of comparison studies that rely on the “playfulness” as an investigated element. In contrast, focusing on
same measurement instruments. From a methodological point of view utilitarian aspects of AR apps concentrating on content being
the indirect assessment and usage of self-reported item scales to augmented with functional information and reflected in constructs
measure TAM constructs and actual system usage is criticized most such as perceived informativeness (PI) or information quality was quite
often (Chuttur, 2009). Measurement scales for PU and PEOU have rare. Most studies relied on students to be participants using the app
been developed and tested in Davis (1989). While Davis (1989) and/or taking part in experiments. “Real” consumers moving in a retail
proposed six items for both constructs, the number of items used varies environment were rarely studied and surveyed. In addition, the studies
across studies (four items are used most frequently, e.g. Legris et al., concentrated on a single app with the exception of Stoyanova et al.
2003) making a comparison with regard to the level of construct values (2015) and Javornik (2016a).
difficult. Hence, different data sets should be used to determine the As a consequence of recent research on the acceptance of AR apps as
levels of usage (Subramanian, 1994). In addition, although the measure- shown in Table 1 and in line with Rauschnabel and Ro (2016, p. 128) it
ment instruments of PU and PEOU have been confirmed to be robust in seems reasonable to use a basic – “quite clear and structured” – TAM
numerous studies (Yousafzai et al., 2007a), Subramanian (1994, p.872) model and to extend it with two selected, “context specific” factors for
found minor item scale changes to be necessary depending on e.g. the AR, namely PI and PE.
technological context.
Davis (1989) measured AT with a more direct assessment using a
scale by Ajzen and Fishbein (1980). The scale relies on five bipolar 3.3. Hypotheses development
adjectives measured on a seven-point rating scale with a neutral
category in the middle, i.e. a semantic differential scale (see e.g. Osgood In the TAM model behavioral intention to use (BI) a technological
et al., 1957). Besides displaying high measurement quality in terms of innovation is hypothesized to be influenced by the attitude toward
reliability and validity, a bipolar adjective scale is described to be using (AT) the innovative system as well as its perceived usefulness
“easy to administer and score, takes only a few minutes to complete, (PU). In turn, PU and perceived ease of use (PEOU) are considered to be
and is applicable to a wide range of objects” (Zaichkowsky, 1985, major determinants of the attitude of the user (Davis, 1989; Davis
p. 342). The two rating approaches are both used in the paper to et al., 1989). However, PU is suggested to have an additional direct
measure the constructs of the TAM model. positive effect on BI without forming an attitude about the innovation,
because the users can improve their performance. In addition, PEOU is
3.2. Technology adoption of AR innovations in marketing and retailing: considered to have a positive effect on PU. Several studies have
determinants confirmed the proposed relationships and that the model performs
well (see Legris et al., 2003). We, therefore, hypothesize that the TAM
With regard to user acceptance IT systems have been differentiated model is useful to predict usage intentions for AR apps:
into hedonic and utilitarian systems (Van der Heijden, 2004). This
Hypothesis 1. The relationships of the TAM model are valid for the four AR
duality has been transferred to interactive IT systems within the concept
apps tested. (These are the arcs labeled H1+ in Fig. 1: a) PEOU-PU, b) PU-
of user experience (Hassenzahl et al., 2010). Utilitarian features aim to
AT, c) PEOU-AT, d) PU-BI, and e) AT-BI.)
support the users in their performance, e.g. in the fulfillment of
“particular ‘do-goals’” (Hassenzahl et al., 2010, p. 357). The functionality In the original TAM model external variables are already considered
of the system should be the focus and the design not distractive (Van to indirectly influence the intentions of the users by having an impact
der Heijden, 2004). Investigating user expectations and system on PEOU and PU. However, in their meta-analysis Legris et al. (2003,
requirements of AR apps relying on semi-structured interviews with p. 196) could find “no clear pattern with respect to the choice of the
28 participants in shopping centers, Olsson et al. (2013, p. 293) found external variables considered”. Enjoyment from system use and
that the value of an AR app was seen “in providing useful additional informativeness have been identified as two major factors influencing
information related to places, people, public transportation or basically the attitude of users with regard to electronic and mobile commerce
any momentarily relevant issues nearby”. (Chen and Tan, 2004; Chen and Wells, 1999; Hausman and Siepke,
Hedonic features aim to provide the experience of fun or pleasure to 2009). Perceived enjoyment (PE) has been introduced as a major behav-
the user interacting with the IT system supporting “so-called ‘be-goals’ ioral belief besides PU and PEOU to influence the attitude and finally the
(e.g., to be admired, to be stimulated)” (Hassenzahl et al., 2010, intention to use a system (Childers et al., 2002; Davis et al., 1992; Van
p. 357). Van der Heijden (2004, p. 696) lists for example “hedonic der Heijden, 2004). It is also part of the TAM3 model (Venkatesh and
content, animated images, a focus on colors, sounds, and esthetically Bala, 2008). PE depends on the system and the time of usage (Sun and
appealing visual layouts”. With regard to marketing and retailing Zhang, 2008). Ha and Stoel (2009) emphasize the unclear relationship
gamification and aesthetic design are important aspects (Pousttchi between the three behavioral beliefs. They propose and empirically
and Hufenbach, 2014). Perceived enjoyment (PE) has been examined as show that PU is the final determinant of the attitude to use a website
another important attribute of TAM. This concept has been defined as for online shopping. PE is considered as an antecedent of PU. The ability
“the extent to which the activity of using the computer is perceived to of an innovative system to be playful and entertaining satisfies the need
be enjoyable in its own right, apart from any performance consequences of users “for escapism, diversion, aesthetic enjoyment, or emotional
that may be anticipated” (Davis et al., 1992, p. 1113). In the study by release” (Ducoffe, 1996, p. 23). When intrinsically motivating users PE

Please cite this article as: Rese, A., et al., How augmented reality apps are accepted by consumers: A comparative analysis using scales and
opinions, Technol. Forecast. Soc. Change (2016), http://dx.doi.org/10.1016/j.techfore.2016.10.010
4
opinions, Technol. Forecast. Soc. Change (2016), http://dx.doi.org/10.1016/j.techfore.2016.10.010
Please cite this article as: Rese, A., et al., How augmented reality apps are accepted by consumers: A comparative analysis using scales and

Table 1
Research on the acceptance of AR apps and related fields in retailing in chronological order.

Study App Model used Investigated constructs Data collection Method Retail Environment

Lee et al. (2006) Virtual-try on for clothes TAM Hedonic & utilitarian shopping orientation, level Survey with 208 students SEM
(rotatable model) of image interactivity technology, PU, PEOU, PE,
AT, BI
Lee and Chung (2008) Virtual shopping mall –- Convenience, PE, quality assurance, customer Survey with 102 students PLS
satisfaction

A. Rese et al. / Technological Forecasting & Social Change xxx (2016) xxx–xxx
Oh et al. (2008) VRIS prototype (preview –- Pleasure, arousal, product attitude, purchase Survey with 92 students
of furniture in a 3D virtual intention, choice confidence, decision-making
showroom) enjoyment, PEOU, PU, satisfaction, decision
confidence
Kim and Forsythe (2008) Virtual-try on for clothes TAM Technological anxiety, innovativeness, PEOU, Survey with 491 online SEM U.S. online shoppers completed
PU, PE, BI, post-use evaluation shoppers an online apparel shopping
simulation
Domina et al. (2012) Virtual world (fashion Flow theory, TAM PE, perceived control, perceived concentration, Survey with 119 students SEM
sites) PEOU, consumer innovativeness (novelty seeking,
independent judgement), intention to shop
Pantano and Servidio (2012) 3D immersive store Human-Computer-Interaction Store perception, PEOU, PU, PE, consumer Survey with 150 students SEM
model satisfaction
Olsson et al. (2013) Mobile location-aware – User experience, central user requirements 16 interviews with 28 Semi-structured interviews 2 major shopping centers in
AR services customers Tampere, Finland
Poncin and Mimoun (2014) Magic mirror to try on Consumer satisfaction, Shopping value, emotions, perceived store Survey with 140 customers Regression analysis French-speaking toy brand
different costumes emotions and store atmosphere, patronage intention, satisfaction (parents accompanied by flagship store
atmospherics their children)
Spreer and Kallweit (2014) Book catalogue TAM PU, PEOU, PE, BI, information offer, information Survey with 96 customers Treatment group (n = 46), Book store, Germany
completeness control group (n = 50),
regression analysis
Huang and Liao (2015) Virtual-try on for clothes TAM Presence, PU, PEOU, perceived playfulness, Survey with 220 students PLS
perceived aesthetics, service excellence,
sustainable relationship behavior
Stoyanova et al. (2015) Shopping platform for – Personal emotions, usability and appearance of Survey with 150 students Experiment: markerless group,
shoes (interactive, interface, attitude toward brand, position marker-based group, control
markerless, marker-based) toward brand (purchase, recommend) group
Javornik et al. (2016) Virtual-try on for cosmetic – Perceived augmentation, playfulness, Survey with 102 customers Store in European shopping mall
convenience, BI
Javornik (2016a) Virtual-try on for glasses, Theory of interactive media Perceived augmentation, flow, affective Survey with 60 students Experiment: treatment group
preview of furniture in a effects responses, cognitive responses, BI (n = 30), control group
real room (n = 30), regression analysis
Kim and Hyun (2016) OVJET (navigation) TAM System quality, information quality, service Survey with 114 students PLS
quality, telepresence, BI
A. Rese et al. / Technological Forecasting & Social Change xxx (2016) xxx–xxx 5

Fig. 1. Research model.

“is supposed to increase the deliberation and thoroughness of cognitive and utilitarian aspects of AR discussed previously. This leads to our next
processing and lead to enhanced perceptions of extrinsic motivations hypothesis:
such as PU” (Sun and Zhang, 2008, p.1255). In a similar way, utilitarian
aspects of perceived informativeness (PI) have been considered. Relevant Hypothesis 5. The PU of AR apps has a stronger influence on AT than
and useful product information enables consumers to increase clarity PEOU.
about the product and to come to a satisfactory product choice (Chen
and Tan, 2004). Wixom and Todd (2005) empirically showed that This research design aims to identify a minimal extension of
information quality positively influences the PU of a data warehousing the basic TAM model which is adequate for testing the acceptance of
software. PE and PI have also been emphasized with regard to AR AR apps. Compared to the more comprehensive TAM2 and TAM3
apps. AR provides additional digital information and at the same time extensions, minimalism reduces the per test cost for field experiments
offers “hedonic experiences, such as self-expression, enjoyment and of AR apps. With regard to the methodology for evaluating AR apps we
stimulation” (Olsson et al., 2013, p.296). Against this background, we propose that a minimalistic and more direct data collection approach
propose the following research hypotheses as completing our research relying on pre-defined adjective semantic differential pairs can replace
model shown in Fig. 1: indirect, self-reported item scales leading to our last hypothesis:

Hypothesis 6. The results of the TAM model based on a direct approach


Hypothesis 2. PI of AR apps has a direct positive effect on PU.
using pre-defined adjective semantic differential pairs are equivalent to
Hypothesis 3. PE of AR apps has a direct positive effect on PU. the results of self-reported item scales.

Hypothesis 4. PI and PE have the same relative importance for all four
investigated AR apps. 4. Research design and methodology

In order to assess the extended TAM model shown in Fig. 1 for differ-
With regard to the relative importance of the two key determinants ent AR apps, in total four separate laboratory experiments with two differ-
of technology acceptance - PU and PEOU – research has come to ent operationalizations of the latent constructs were conducted at a
inconsistent results. For example, Davis (1989) showed that the effect German university in June 2013, June 2014 and in the period between
of PEOU on BI is initially strong, but becomes weaker over time. With October 2014 and February 2015. The laboratory experiments of June
regard to interface improvements Keil et al. (1995, p. 89) found that 2014 studying two AR apps were conducted separately and at different
PEOU cannot “compensate for low usefulness”. However, there are points of time, but for the predominant part with the same participants
also studies with an equal or even stronger effect than PU on technology (non-independent study, Turner et al., 2010). Each of the experiments
acceptance (see Yousafzai et al., 2007a). The setting of system usage involved N 200 participants (see Table 2). The personal experience of the
seems to play a role (Wu and Lederer, 2009). But even in voluntary participants with the respective AR app was collected via questionnaires.
settings the impact of PU was stronger (Venkatesh, 2000). Overall,
Yousafzai et al. (2007b, p.299) come to the conclusion that PEOU is 4.1. AR apps under study
“not a dominant predictor of usage and intentions in TAM”. With regard
to AR apps in marketing and retailing the influence of PU is considered With regard to AR two different interaction approaches can be
to be stronger on technology acceptance than PEOU due to the hedonic distinguished: marker-based and markerless AR. In the first approach

Table 2
Sample characteristics of the examined AR apps.

Sample IKEA catalogue AUTO BILD Mister Spex Ray Ban

Data collection June 2013 June 2014 June 2014 October 2014–February 2015
Sample size n = 275 n = 206 n = 213 n = 284
Gender 58.9% male 56.3% male 58.7% male 47.5% male
41.1% female 43.7% female 41.3% female 52.5% female
Age (mean value) 22.1 23.0 22.5 23.5
(18–34: 98.9%) (18–34: 96.1%) (18–34: 98.6%) (18–34: 99.3%)

Please cite this article as: Rese, A., et al., How augmented reality apps are accepted by consumers: A comparative analysis using scales and
opinions, Technol. Forecast. Soc. Change (2016), http://dx.doi.org/10.1016/j.techfore.2016.10.010
6 A. Rese et al. / Technological Forecasting & Social Change xxx (2016) xxx–xxx

the tracked reality consists of predefined objects that can be recognized to change the sales of glasses (Pantano and Timmermans, 2014).
by image recognition. Typical markers are barcodes, QR codes, RFID tags, Looking at the penetration of marker usage (barcodes, QR codes) in
or other hard-coded objects (e.g. logos, books and so on). After recog- Germany, two studies found that not a majority, but a certain number
nizing the marker, a virtual 3D object can be displayed relatively of German smartphone owners make use of this technology. In July
to the marker position and its position can be controlled by tracking 2012, comScore (2012) relying on an online survey of a nationally
the position of the marker. In the second – much more difficult representative sample aged 13 and above found 18.6% or 5.1 million
approach – (“markerless”), only a vague definition of the real environ- Germans who had scanned a QR code with their smartphone.
ment that needs to be tracked and enhanced with virtual objects in Germany ranked first place among France, Germany, Italy, Spain and
real time (Adhani and Rambli, 2012) exists. The four AR apps studied the UK. In January 2013, a study by Pitney Bowes (2013) surveying
in the experiments of this paper fall in these two categories: The mobile 2000 Americans and 1000 Europeans, reported that German QR code
AUTO BILD app (introduced in March 2012) and the mobile IKEA users (14%) ranked in the third place after US Americans (19%) and
catalogue app belong to the first category. The markers to be tracked the UK (15%). Most often German QR code scans resulted in accessing
are QR codes or the printed catalogue. The virtual mirror apps for Mister (additional) product information (77.9%), followed by event
Spex and Ray Ban belong to the second category (see Fig. 2). The real information (28.9%) (comScore, 2012). In particular QR codes placed
environment to be tracked is the head of a consumer, the virtual objects in magazines were scanned. This result applies to German users
are glasses. (77.8%), but to other nationalities as well. Greater numbers of younger
When the AUTO BILD icon is scanned by a smartphone or tablet the users have tried to make use of QR codes in magazines. In Germany
mobile AUTO BILD app “brings the AUTO BILD magazine to life”: Videos, this applies to 27% among the 18–24 years old and 23% among the
engine sounds, audio books, 3D models, sliders to change car model 25–34 years old. Men are more likely to scan QR codes than women,
color, or additional images are provided for many stories in the maga- for example 60.5% of the U.S. American QR code users were male
zine. In addition, interactive elements such as appointment reminders, (comScore, 2011). In contrast, while in Germany the interest in using
prize competitions and live voting on the app can be used (Google virtual try-on systems for eyeglasses is rather high (67.3%) (Fittkau
play, 2015). Interacting with the 2013 print catalogue, the mobile and Maaß Consulting, 2013), online sales are still low at 5.6% of the
IKEA catalogue app allows access to additional virtual content, such as corrective glasses (700,000 out of 12.43 Mio.) having been sold online
films or picture galleries. Sliders enable viewers to change and explore in 2015. While online sales have increased, i.e. 3% in 2012, yearly growth
furniture color. An “x-ray” function provides a look inside cupboards has slowed down to 8% compared to 43% in 2013 (ZVA, 2016).
or furniture compartments (Mashable, 2012).
Mr. Spex and Ray Ban make use of virtual try-on technology for 4.2. Questionnaire design
eyewear. Glasses can be tried on at home via a device's webcam, making
the visit to the traditional point of sale at an optician's shop seemingly The questionnaire was developed in German for the laboratory
unnecessary. The live image of the webcam is used to put glasses right experiment examining the mobile IKEA catalogue app in 2013 and
on the user's nose after placing the head into an oval. Instructions are later-on used in the 3 subsequent experiments in 2014. The first
given if the position has to be changed. If the position is correct, the operationalization of the extended TAM model relied on the item scales
glasses adapt to all (but not too extreme and fast) head movements that are shown in Appendix 1. They are based on the corresponding
and can be viewed from the side (Pohlmann, 2013). Online retailers literature (for PI, PEOU, AT and BI), but also on a word analysis of online
cover the costs of four or five sample frames and the final decision can reviews with regard to the mobile IKEA catalogue app retrieved from
be made at home after a real try-on. As early as 2008 Ray Ban started Google Play Store for PE and PU. For the development of the second
to run a website-based virtual mirror (Kell, 2011). In 2011 the Mister operationalization, we used adjective semantic differential pairs which
Spex online shop introduced a virtual mirror requiring customers to are an easy way to provide reliable data as an alternative measurement
have PCs with webcams. In 2012 a mobile app version followed. approach within the TAM model. We relied on the adjectives of the
While all four AR apps increase the smart interaction between the bipolar scale developed by Davis (1986) to measure AT. In addition, on-
retailer and consumer due to visualizing and therefore enriching infor- line reviews were used to identify relevant items and adjective semantic
mation in a dynamic way, the virtual-try additionally has the potential differential pairs (Dabholkar et al., 2000). They were considered as

Fig. 2. Screens from IKEA's mobile catalogue app (Baldwin, 2012), AUTO BILD's mobile app (Google play, 2015), Mister Spex (Pohlmann, 2013) and Ray Ban (Radley, 2014).

Please cite this article as: Rese, A., et al., How augmented reality apps are accepted by consumers: A comparative analysis using scales and
opinions, Technol. Forecast. Soc. Change (2016), http://dx.doi.org/10.1016/j.techfore.2016.10.010
A. Rese et al. / Technological Forecasting & Social Change xxx (2016) xxx–xxx 7

critical incidents describing especially positive or negative situations had to complete several small tasks which are comparable for the
(Bitner et al., 1990; Flanagan, 1954). The 16 semantic differential pairs IKEA/AUTO BILD and Mister Spex/Ray Ban experiments. For example,
used in the questionnaire and their assignment to the latent constructs in the Mister Spex experiment the participants should select two
by an expert (one of the authors) are shown in Table 5. The survey in- eyeglass models. Non-spectacle wearers should choose two sunglass
strument had been pre-tested with several PhD students and student models, spectacle wearers should choose either two sunglass models
respondents who were smartphone users to ensure the clarity and com- or two eyeglass models for themselves. When the tasks were finished,
prehensiveness of the item scales. The questionnaire consisted of four the participants filled out a questionnaire to reflect their experience
sections: with the AR app (see Fig. 3).

1. An overall opinion rating of the app (one to five stars, see Table 4)
followed by a free text to describe the app by relying on the format 5. Results
of an online review including a brief summary and a longer reviewer
text. 5.1. Descriptive results of opinions on the AR apps
2. A selection of about 10 adjectives from the 16 semantic differential
pairs (Table 5) which best describe the app. With regard to an overall opinion rating corresponding to online
3. The item scales of the TAM model being measured on a 7 point Likert reviews (one to five stars indicating overall satisfaction) the two
scale (with “1” = “strongly disagree” to “7” = “strongly agree”) in marker-based AR apps (mobile IKEA catalogue app, mobile AUTO BILD
Appendix 1. app) are very close in average rating and distribution of stars (see
4. Demographics of the participants (Table 2). Table 4). The opinion rating of the participants ranged to the main
part between 3 and 4 stars. The two markerless AR apps (Mister Spex,
4.3. Participants of the laboratory experiments Ray Ban) also follow a similar pattern in star ratings with higher average
ratings and stars distributed more in the range of 4 and 5 stars. Overall,
For the most part the participants in the experiments were German the star ratings were below the average star rating of 4.29 for products
undergraduate university students. They were invited to take part in an with hedonic aspects reported by Pan and Zhang (2011).
AR usability study in several courses and recruited on a voluntary basis. With regard to the adjective semantic differential pairs, respondents
As the penetration studies on marker usage for Germany show, our had to select at most 10 descriptive words out of 32 adjectives. To focus
samples match the age and gender distribution of consumers making the answers of the respondents on important attributes of the app,
use of QR codes with their smartphone or tablet. However, for scale participants were asked to provide the 10 adjectives which best
construction and model evaluation a student sample is adequate. The describe the app. However, this restriction was not enforced. In the
gender distribution in the samples showed a higher percentage of experiments on average more than six words were ticked off by the
males than females in three out of four samples. The average age of respondents (IKEA: 6.6; AUTOBILD: 6.3; Mister Spex: 7.2; Ray Ban:
the participants in the samples ranged between 22.1 and 23.5 years 6.9). Very few cases in each data set except the IKEA sample displayed
(see Table 2). N10 answers. The values given in Table 5 show the percentage of the
respondents of the respective experiment who had picked a certain
4.4. Procedure of the laboratory experiments word. For example, of the 284 Ray Ban experiment participants the
word “good” was selected by 122 respondents and “poor” by 3. All
Two of the examined AR apps – mobile IKEA catalogue app and four AR apps were predominantly described with positive adjectives,
mobile AUTO BILD app – involved the scan of a marker with a mobile in particular Mister Spex. The two virtual mirror apps Mister Spex and
device, such as a smartphone or tablet. In addition, a printed edition of Ray Ban were to a large percentage characterized by utilitarian aspects
a catalogue or a magazine was required for the marker. The respondents such as ‘practical’, ‘helpful’ or ‘useful’. The informational aspect was
should make use of the scan function to access additional product considered as beneficial in the case of the two scan function apps.
information. The increasing penetration of smartphones and tablets Nevertheless, the speed and maturity level was assessed to be in need
was the reason why in contrast to the IKEA catalogue experiment in of improvement for all four apps (see Table 5) and, in addition, consid-
2013, no devices were provided, but the respondents should use their erable differences (e.g. in speed between Mister Spex and Ray Ban)
own mobile device in 2014. In Germany the number of mobile users were discovered. The analysis of these differences led to suggestions
increased from 37.9% in the second quarter of 2013 to 48.4% in the for improving an app.
second quarter of 2014 (AGOF, 2013, 2014). The laboratory experiments SmartPLS 2.0 was used to analyze the four data sets. The analysis
on the virtual mirror relied mainly on stationary devices but also on included reliability and validity tests, followed by the assessment of
laptops with an integrated webcam (see Table 3). the structural model. The examination of the measurement model
The laboratory experiments all followed the standard procedure in included 26 items and 6 latent constructs. Table A1 in Appendix 2
usability testing (Cockton et al., 2008; Dumas and Fox, 2008): First, shows the results for reliability, validity and discriminant validity.
the participants were informed about the AR usability study and made Cronbach's Alpha (CA), measuring internal consistency, exceeded the
familiar with the functionality and use of the respective AR app. To get threshold of 0.7 for all six latent constructs in all samples (Nunnally,
to know the AR app and the additional virtual content the participants 1978). Almost all items loaded at least with a factor loading of 0.7 on

Table 3
Characteristics of the laboratory experiments.

Laboratory experiment IKEA catalogue AUTO BILD Mister Spex /Ray Ban

Device Same (standard) tablet Smartphone/tablet of the participants Desktop PCs/laptops with webcams / tablet
of the participants
Additional material IKEA catalogue AUTO BILD –
magazine
AR technology Make use of the scan function Make use of the scan Make use of the virtual mirror
function
Task of participants Describe the additional content of several Describe the additional content of several magazine Select two different eyeglass models
catalogue pages, search for specific furniture pages, search for information on specific car models

Please cite this article as: Rese, A., et al., How augmented reality apps are accepted by consumers: A comparative analysis using scales and
opinions, Technol. Forecast. Soc. Change (2016), http://dx.doi.org/10.1016/j.techfore.2016.10.010
8 A. Rese et al. / Technological Forecasting & Social Change xxx (2016) xxx–xxx

Fig. 3. a–c. Procedure of the laboratory experiment with regard to the mobile IKEA catalogue app (3a: Information on AR usage, 3b: Perform a small task (look behind cupboard doors),
3c: Fill out questionnaire).

their respective factors. The only exception are the items of the apps (see Table 6). Therefore, Hypothesis 4 was not confirmed. In
construct “behavioral intention to use” in the case of the Mister Spex turn, PU had at least a moderate effect on BI (with the exception of
experiment for which factor loadings are in the range of 0.618–0.860. Ray Ban).
In addition, all composite reliability (CR) values were above the thresh- In addition to the scale-based approach, the adjective semantic
old of 0.60 (Bagozzi and Yi, 1988). The same holds for the AVE (Average differential pairs were sorted into the TAM categories (see Table 5). A
Variance Extracted) of all constructs for a threshold of 0.50 (Fornell and combined score was calculated as follows: If the respondent answered
Larcker, 1981). Overall, the results indicate that all measures used in this with a positive word, a value of 1 was added. Correspondingly, for a
study are robust in terms of their composite reliability and convergent negative word, a value of 1 was subtracted. The combined score was
validity in several experimental settings, indicating reliability. recoded within the interval [1, 7].
Comparing the approach based on adjective pairs with the scale-
5.2. Analysis of results on the acceptance of the AR apps based approach, the former also reflects the basic TAM model well as
proposed by Hypothesis 6 (see Fig. 5 and Table 6). However, the
With regard to discriminant validity we checked whether the square proposed positive effect of the two external variables PE and PI on PU
root of AVE was greater than the correlation between the constructs is not confirmed for all four samples (Hypothesis 2, 3). This is in
(Fornell and Larcker, 1981). This criterion was met with one exception particular true for PI. In contrast to the scale-based approach the
(correlation PU-AT in the Ray Ban case) (see Table A1 in Appendix 2). PEOU–PU relationship is significant. However, with the exception of
To check for multicollinearity, the variance inflation factor (VIF) was the IKEA sample the R2 of PU, AT and BI is rather low. With regard to
calculated for each factor which with one exception (PU in the AUTO the level of values of the basic TAM constructs the composite scores
BILD experiment) was lower than 5 (Hair et al., 2011). A composite relying on the adjective pairs confirmed the results of the self-
score for all key factors of the TAM model was calculated. Comparing reported item scales. Again the markerless apps were rated highest in
the self-reported item scale based constructs the mean values for terms of BI and PU. In particular, BI was low for the marker-based
PEOU and PU were highest for all four AR apps while the lowest mean apps despite the more favourable attitude regarding PI (see Table A3
value was for BI (see Table A2 in Appendix 2). The distribution of the in Appendix 2).
rankings of the mean values followed the same pattern in the case of
the markerless and marker-based apps. Overall, the markerless 6. Conclusions
apps showed consistently higher values in each dimension of the TAM
model. This study provides insights when measuring consumer/user
The estimation of the TAM model by partial least squares revealed acceptance of AR apps in marketing and retailing. Relying on two
that the relationships were confirmed for all AR apps with the exception different measurement approaches (item scales, adjective semantic
of PEOU (Hypothesis 1b, c, d, e). In contrast to PEOU, the impact of PU on differential pairs), the results support the validity of the basic TAM
AT and BI was highly significant (Hypothesis 5). The impact of the util- model (Davis et al., 1989) for customer acceptance with regard to the ini-
itarian (PI) and hedonic (PE) variables on PU was confirmed tial adoption of a technology. The second operationalization of the TAM
(Hypothesis 2, 3). The models showed a substantial good fit with high model with adjective semantic differential pairs offers the advantage of
R2 values for the latent variables starting from 0.561 (R2 values of a better root cause analysis of the AR apps' specific strengths and weak-
0.33 are described as moderate and R2 values of 0.67 as substantial, nesses. Of course, additional work is necessary to unfold the complete
Henseler et al., 2009). The model explains over 60% of the variance of potential of this approach. The majority of the participants had used
BI for each of the AR apps (see Fig. 4). With regard to the statistical sig- the AR apps for the first time (initial adoption). For example, b 20% of
nificance of the path coefficients, the effect size of each of the predictor the participants had previously ordered eyewear on the internet (Mister
latent variables showed that the effect of PI on PU was larger for the Spex: 15.5%, Ray Ban 18.8%). About 17.6% of the participants were read-
markerless AR apps than for the two marker-based AR apps. On the ing AUTO BILD magazine rather frequently to get information about cars
other hand, PE had a larger impact on PU for the two marker-based (up to 5 on a scale ranging from 1 = ‘never’ to 7 ‘frequently’).

Table 4
Star ratings with respect to the examined AR apps.

Sample IKEA catalogue AUTO BILD Mister Spex Ray Ban

Share of ratings with 1 star 2.5% (n = 7) 2.4% (n = 5) 0.5% (n = 1) 0% (n = 0)


Share of ratings with 2 stars 14.2% (n = 39) 11.7% (n = 24) 3.3% (n = 7) 5.4% (n = 15)
Share of ratings with 3 stars 34.2% (n = 94) 36.4% (n = 75) 12.7% (n = 27) 25.9% (n = 72)
Share of ratings with 4 stars 41.1% (n = 113) 39.3% (n = 81) 57.3% (n = 122) 51.4% (n = 143)
Share of ratings with 5 stars 8.0% (n = 22) 10.2% (n = 21) 26.3% (n = 56) 17.3% (n = 48)
Missing 0 0 0 6
Average rating 3.4 3.4 4.1 3.8

Please cite this article as: Rese, A., et al., How augmented reality apps are accepted by consumers: A comparative analysis using scales and
opinions, Technol. Forecast. Soc. Change (2016), http://dx.doi.org/10.1016/j.techfore.2016.10.010
A. Rese et al. / Technological Forecasting & Social Change xxx (2016) xxx–xxx 9

Table 5
Frequency of positive and negative descriptive adjectives.

Negative adjective (in%) IKEA cata-logue AUTO BILD Mister Spex Ray Ban Positive adjective (in%) IKEA cata-logue AUTO BILD Mister Spex Ray Ban

(PI) Not informative 13.8 9.2 1.4 3.5 Informative 36.4 57.8 16.4 27.8
(PE) Unexciting 6.2 14.1 0.9 2.1 Exciting 30.5 17.5 17.8 25.0
(PU) Impractical 16.4 10.2 2.3 5.3 Practical 34.5 36.9 59.6 62.7
(PU) Unhelpful 9.8 7.3 2.3 0.7 Helpful 29.1 26.7 54.5 60.9
(PU) Not interactive 1.8 3.4 2.3 1.1 Interactive 35.3 37.4 33.8 26.1
(PEOU) Immature 37.8 34.5 29.6 39.8 Mature 3.6 6.3 10.8 3.2
(PEOU) Confusing 9.5 1.5 2.3 4.6 Clear 31.3 46.1 35.2 34.9
(PEOU) Slow 22.2 23.3 6.1 50.4 Fast 35.3 34.5 53.1 16.9
(PEOU) Inadequate 12.7 8.7 8.0 9.2 Perfect 5.1 6.3 13.6 3.5
(PEOU) Complicated 8.4 2.9 0.9 2.5 Simple 47.6 53.9 58.2 50.7
(AT) Not innovative 4.0 9.2 2.3 3.2 Innovative 52.4 32.0 55.9 41.5
(AT) Weak 6.5 4.9 2.3 2.1 Great 5.1 5.3 20.2 9.5
(AT) Poor 3.6 2.4 0.5 1.1 Good 60.7 37.4 51.6 44.4
(BI) Not worth recommending 5.5 9.2 0.9 2.8 Worth recommending 20.7 19.4 56.8 41.5
(BI) Superfluous 24.7 23.8 1.4 1.8 Useful 37.5 23.8 67.6 69.4
(BI) Absurd 14.2 11.7 2.8 0.7 Meaningful 17.1 15.0 45.1 37.0
Number of responses 542 363 142 371 (1.3) 1267 (4.6) 940 1385 1576 (5.5)
(average number of responses (2.0) (2.0) (0.7) (2.7) (6.5)
per participant)

From a theoretical perspective, the results shed light on factors based approach the two specific aspects of AR apps (PI, PE) were
influencing the adoption of AR in marketing and retailing. Regarding confirmed with regard to their utilitarian focus. There are differences
the two different – direct and indirect – measurement approaches in the relationship of these two aspects with regard to marker-based
most proposed relationships of the basic TAM model and its constructs and markerless AR apps. The effect of PI on PU is lower with the scan
were confirmed for both interaction approaches. Markerless apps function, while the influence of PE is higher. However, when using the
outperformed marker-based apps with regard to the basic TAM combined scores of the semantic adjective pairs only the IKEA experi-
constructs, providing an advantage with regard to recommendation ment showed highly significant effects of PI and PE. One reason might
intentions and usage intentions. These apps are characterized by be the adjective pairs were identified as relying on a word analysis of
a high augmentation level that allows for a personalized spatially online reviews with regard to the mobile IKEA catalogue app. The
dynamic augmentation experience. With regard to a future adoption it word analysis should have also been used to rely on specific content
should be noted that a rather low number of participants considered for the other AR apps. Another reason might be that PI and PE were
the mobile IKEA catalogue app and the mobile AUTO BILD app to be only represented by one adjective pair. Davis (1986) used a five-item
‘worth recommending’. In addition, these two apps are characterized semantic differential scale to measure attitude. With regard to
more often to be ‘superfluous’. A practical implication of the adjective sensitivity, up to four adjectives to measure a dimension are considered
pairs used to describe the AR apps is that the speed and maturity level to be adequate (Heise, 1970). This implies that the different underlying
of all four apps could be improved. aspects of PI (e.g. accuracy, relevance, vividness, personalization) and PE
However, there are also differences to be considered. The results of (e.g. gamification) should be investigated for AR apps in more detail.
the adjective semantic differential pairs approach do not support the Regarding the relationship between PEOU and PU, the results of the
statistically insignificant relationship between PEOU and PU and mostly scale-based approach emphasize the usefulness of the AR apps. With
not the significant effects of PI and PE. However, the last effect can be regard to PEOU no (partial) mediating effect on AT was found. The
explained at least partially by the fact that just a single adjective non-significant relationship between PU and the less significant one
semantic differential pair was assigned to PI and PE compared to at between AT confirmed the findings of the meta-analysis of Lee et al.
least three pairs for all of the other latent constructs. For the scale- (2003, p.759) which describe PEOU as an “unstable measure”. The reason

Fig. 4. TAM model of the four AR apps using scales and smartPLS 2.0.

Please cite this article as: Rese, A., et al., How augmented reality apps are accepted by consumers: A comparative analysis using scales and
opinions, Technol. Forecast. Soc. Change (2016), http://dx.doi.org/10.1016/j.techfore.2016.10.010
10 A. Rese et al. / Technological Forecasting & Social Change xxx (2016) xxx–xxx

Table 6
Effect size of the predictor latent variables (N = 0.02 weak, N = 0.15 moderate, N = 0.35 large effect).

Effect size (f2) Scales Adjective pairs

IKEA catalogue AUTO BILD Mister Spex Ray Ban IKEA catalogue AUTO BILD Mister Spex Ray Ban

PI ➔ PU 0.255 0.277 0.542 0.380 0.136 0.012 0.021 0.003


PE ➔ PU 0.451 1.143 0.373 0.403 0.042 0.024 0.014 0.020
PEOU ➔ PU 0.003 0.017 0.008 0.105 0.042 0.039 0.081 0.043
PEOU ➔ AT 0.065 0.047 0.016 0.040 0.090 0.095 0.024 0.029
PU ➔ AT 0.977 2.164 1.519 1.895 0.162 0.105 0.049 0.020
PU ➔ BI 0.310 0.177 0.282 0.078 0.361 0.100 0.064 0.085
AT ➔ BI 0.152 0.222 0.086 0.186 0.079 0.062 0.174 0.035

could be the inherently easy-to-use nature of AR systems resulting in no two different interaction approaches implying that item changes
or only a small influence on PU (Subramanian, 1994). However, also the might only be necessary if the technological contexts differ considerably
choice of items for operationalization PEOU could be the decisive reason. (Subramanian, 1994).
By contrast, the results of the semantic adjective pairs approach Altogether, this study makes three main contributions to the TAM
support a significant relationship between PEOU and PU. In addition, literature from a measurement perspective. First, the TAM model is a
the direct influence of PEOU on AT is almost as strong as the one for robust model that is also valid for AR apps. Second, with regard to
PU. This finding is in line with the results of the meta-analysis of scale development the problem of an affirmative response bias has to
Yousafzai et al. (2007b). They found for student samples and laboratory be considered when developing scale items. And, last but not least,
experiments that the effect of PEOU on AT was higher than for PU due to several experiments are necessary to test the quality of scale items.
the tasks being subject to a time limit. The insignificant relationship
within the scale-based approach might be the result of an acquiescence 6.1. Limitations and future research
bias implied by the composite score's low standard deviation. According
to Friborg et al. (2006) semantic-differential based scorings can reduce Several limitations of this study are noteworthy and shed light on
acquiescence bias and display a better data fit. In this kind of response avenues for future research. First, the samples relied on students and
bias respondents tend “to respond positively to items irrespective of experimental, but not authentic, settings. This is a typical shortcoming
items contents” (Friborg et al., 2006, p. 874). This problem exists be- of university-based TAM research. However, a student sample is
cause the item scales used in the experiments contained only items for- adequate for the goal of model and scale evaluation and to detect usabil-
mulated in a positive way. The scale items predominantly used in the ity problems. To overcome this shortcoming and to get a more realistic
four studies emphasize the underlying intuitiveness of the AR interface picture of AR apps used in real environments, online consumer reviews
requiring little cognitive effort. Negative aspects of AR app usage such as should be included in the analysis. Control groups using an interactive,
frustration, cumbersome handling, or the app being rigid and inflexible but non-augmented app to establish the effect of AR should also be
which are also reflected in PEOU items (Legris et al., 2003) could pro- employed. Due to the young age group of participants all AR apps
vide an alternative when developing a measurement instrument. were assessed from a larger part as being ‘simple’. The result might be
The measures used in this study indicated a high degree of reliability different for an older age group (e.g. Chong, 2013; Gurtner et al.,
being used with satisfactory validity results in several experimental 2014). In addition, the adoption of AR apps may vary depending on
studies. However, there are a few anomalies. The correlation between the cultural context (Choi et al., 2014; Lee et al., 2015). Second, variables
AT and PU is high and there is a problem with multicollinearity in (e.g. stage of decision process) could be integrated into the model acting
AUTO BILD and with discriminant validity in Ray Ban. This could consti- as moderator with regard to hedonic and functional utility (Javornik,
tute a problem especially when the PU is a highly modified, almost new, 2016b). It may be expected that hedonic utility increases product eval-
scale. In addition, the indicator reliability of one of the items of the BI uation when consumers are at the consideration set formation stage.
scale is lower than 0.70 in Mister Spex. Another anomaly is the insignif- Functional utility may be increasing product evaluation when con-
icant relationship between PEOU and AT in Mister Spex. The little vari- sumers are at the decision-making stage. Online consumer reviews
ation of PEOU (STDEV =0.57) can be considered to be an explanation. could help to identify additional important external variables, underly-
The quality of the measurement constructs did not vary across the ing aspects/dimensions of PI and PE, or valuable ideas for technical or

Fig. 5. TAM model of the four AR apps using adjective pairs and smartPLS 2.0.

Please cite this article as: Rese, A., et al., How augmented reality apps are accepted by consumers: A comparative analysis using scales and
opinions, Technol. Forecast. Soc. Change (2016), http://dx.doi.org/10.1016/j.techfore.2016.10.010
A. Rese et al. / Technological Forecasting & Social Change xxx (2016) xxx–xxx 11

design improvements. Third, this study did not consider potential inter- two different technologies (marker-based, markerless) as examples.
dependencies in the case of participants taking part in several experi- Other AR apps in other contexts such as fashion, jewelry, or toys, should
ments. Fourth, this study explored four different AR apps relying on also be explored with regard to TAM.

Appendix 1. Item scales used in the experiments (case: mobile IKEA catalogue)

Reference

Perceived enjoyment (PE)


PE1 Using the IKEA app is really fun. Online reviews
PE2 The scan function and its elements are a nice gimmick.
PE3 It is fun to discover the scan function and its elements.
PE4 The IKEA app invites you to discover the IKEA catalogue.

Perceived informativeness (PI)


PI1 The IKEA app provides detailed information about the furniture. Ahn et al. (2004); Hausman and Siepke (2009)
PI2 The IKEA app provides the complete information about the furniture.
PI3 The IKEA app provides information that helps me in my decision.
PI4 The IKEA app provides information to compare products.

Perceived ease of use (PEOU)


PEOU1 I found the IKEA app to be very easy to use. Venkatesh and Davis (2000); Gefen et al. (2003)
PEOU2 The IKEA app was intuitive to use.
PEOU3 It was easy to learn how to use the IKEA app.
PEOU4 Handling the scan function and its elements was easy.

Perceived usefulness (PU)


PU1 For me, the IKEA app has great value. Online reviews
PU2 The IKEA app provides beautiful interior design ideas.
PU3 The IKEA app is very inspiring in terms of interior design ideas.
PU4 The IKEA app is perfect for keeping the overview of the furniture.

Attitude toward using (AT)


AT1 I am positive about the IKEA app. Ahn et al. (2004); Porter and Donthu (2006)
AT2 The IKEA app is so interesting that you just want to learn more about it.
AT3 It just makes sense to use the IKEA app.
AT4 The use of the IKEA app is a good idea.
AT5 Other people should also use the IKEA app.

Behavioral intention to use (BI)


If I were to buy furniture in the future, I would…
BI1 …download or use the IKEA app immediately. Ahn et al. (2004)
BI2 …give the IKEA app priority over the printed catalogue.
BI3 …give the IKEA app priority over the catalogues of other providers.
BI4 I will recommend using the IKEA app to my friends.
BI5 I will use the IKEA app regularly in the future.

Note: All items were measured on a 7 point Likert scale anchored from 1 (strongly disagree) to 7 (strongly agree).

Appendix 2. Additional tables

Table A1
Correlations, item loadings, Average Variance Extracted (AVE), Composite Reliability (CR), Cronbach Alpha (CA), and Variance Inflation Factor (VIF) of the constructs in the samples
calculated with smartPLS 2.0.

Outer loadings of items Cross-correlations AVE N 0.50 CR N 0.60 CA N 0.70 VIF b 5

PI PE PEOU PU AT BI

IKEA
PI 0.782–0.875 0.84 0.712 0.908 0.866 1.926
PE 0.806–0.929 0.57 0.87 0.757 0.925 0.892 2.948
PEOU 0.827–0.905 0.38 0.59 0.87 0.761 0.927 0.895 1.582
PU 0.869–0.927 0.67 0.76 0.49 0.90 0.802 0.942 0.917 4.244
AT 0.868–0.931 0.62 0.70 0.52 0.78 0.90 0.815 0.957 0.943 3.176
BI 0.759–0.929 0.59 0.69 0.47 0.79 0.75 0.86 0.747 0.936 0.914 3.119

AUTO BILD
PI 0.804–0.876 0.85 0.715 0.909 0.868 1.840
PE 0.872–0.899 0.51 0.89 0.788 0.937 0.911 3.902
PEOU 0.857–0.941 0.11 0.38 0.90 0.805 0.943 0.919 1.219
PU 0.821–0.921 0.65 0.82 0.22 0.88 0.774 0.932 0.902 5.391
AT 0.860–0.913 0.61 0.80 0.30 0.84 0.89 0.785 0.948 0.932 4.853
BI 0.791–0.893 0.60 0.70 0.24 0.80 0.81 0.84 0.711 0.925 0.898 3.538

Mister Spex
PI 0.763–0.869 0.81 0.656 0.884 0.827 2.363
PE 0.770–0.900 0.54 0.83 0.693 0.900 0.853 2.343
PEOU 0.771–0.860 0.15 0.39 0.83 0.685 0.897 0.847 1.204

(continued on next page)

Please cite this article as: Rese, A., et al., How augmented reality apps are accepted by consumers: A comparative analysis using scales and
opinions, Technol. Forecast. Soc. Change (2016), http://dx.doi.org/10.1016/j.techfore.2016.10.010
12 A. Rese et al. / Technological Forecasting & Social Change xxx (2016) xxx–xxx

Table A1 (continued)

Outer loadings of items Cross-correlations AVE N 0.50 CR N 0.60 CA N 0.70 VIF b 5

PI PE PEOU PU AT BI

PU 0.838–0.879 0.74 0.70 0.20 0.86 0.736 0.918 0.880 4.397


AT 0.767–0.915 0.69 0.65 0.23 0.79 0.84 0.707 0.923 0.895 3.165
BI 0.618–0.860 0.63 0.57 0.12 0.77 0.71 0.80 0.637 0.897 0.854 2.684
Ray Ban
PI 0.766–0.810 0.79 0.626 0.870 0.803 1.948
PE 0.763–0.901 0.57 0.83 0.682 0.895 0.842 2.250
PEOU 0.867–0.918 0.31 0.44 0.89 0.795 0.940 0.915 1.263
PU 0.783–0.850 0.65 0.67 0.31 0.82 0.670 0.890 0.837 3.823
AT 0.827–0.889 0.66 0.69 0.37 0.83 0.87 0.758 0.940 0.920 4.345
BI 0.706–0.874 0.56 0.57 0.28 0.73 0.76 0.82 0.670 0.910 0.876 2.525

Table A2
Mean values (standard deviation) of the TAM constructs in the different samples based on scale-based scores calculated with IBM Statistics SPSS 22.

App PI PE PEOU PU AT BI

IKEA 4.67 (1.35) 5.39 (1.37) 5.73 (1.19) 4.82 (1.46) 4.48 (1.49) 3.72 (1.72)
(Rank) (3) (3) (4) (3) (3) (3)
AUTO BILD (Rank) 4.26 (1.35) 4.89 (1.46) 6.07 (1.07) 4.33 (1.42) 4.25 (1.46) 3.44 (1.56)
(4) (4) (3) (4) (4) (4)
Mister Spex (Rank) 5.19 (1.11) 6.07 (0.87) 6.51 (0.57) 5.56 (1.14) 5.87 (1.02) 4.77 (1.32)
(2) (1) (1) (1) (1) (1)
Ray Ban 5.20 (1.07) 5.86 (0.97) 6.27 (0.87) 5.52 (1.04) 5.64 (1.12) 4.24 (1.43)
(Rank) (1) (2) (2) (2) (2) (2)

Table A3
Mean values (standard deviation) of the TAM constructs in the different samples based on semantic adjective scores calculated with IBM Statistics SPSS 22.

App PI PE PEOU PU AT BI

IKEA 4.98 (1.63) 4.73 (1.63) 4.24 (1.25) 4.71 (1.18) 4.83 (1.00) 4.40 (1.38)
(Rank) (2) (1) (3) (4) (3) (3)
AUTO BILD (Rank) 5.46 (1.96) 4.10 (1.69) 4.46 (1.06) (2) 4.80 (1.06) (3) 4.58 (0.97) (4) 4.14 (1.37) (4)
(1) (4)
Mister Spex (Rank) 4.45 (1.19) 4.51 (1.20) 4.74 (0.95) 5.41 (1.20) 5.23 (0.94) 5.64 (1.07)
(4) (3) (1) (2) (1) (1)
Ray Ban 4.73 (1.52) 4.69 (1.41) 4.02 (0.96) 5.53 (0.99) 4.89 (1.41) 5.43 (1.04)
(Rank) (3) (2) (4) (1) (2) (2)

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opinions, Technol. Forecast. Soc. Change (2016), http://dx.doi.org/10.1016/j.techfore.2016.10.010
14 A. Rese et al. / Technological Forecasting & Social Change xxx (2016) xxx–xxx

Van Krevelen, D.W.F., Poelman, R., 2010. A survey of augmented reality technologies, Daniel Baier is Professor of Innovation and Dialogue Marketing at the University of
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technology: toward a unified view. MIS Q. 27 (3), 425–478. (Schroff endowed chair) at the Department of Economics and Business Engineering and
Wixom, B.H., Todd, P.A., 2005. A theoretical integration of user satisfaction and technology is co-founder and director of the Institute of Information Systems and Marketing at the
acceptance. Inf. Syst. Res. 16 (1), 85–102. Karlsruhe Institute of Technology (KIT), Germany. His research focuses on the design,
Wu, J., Lederer, A., 2009. A meta-analysis of the role of environment-based voluntariness analysis and implementation of innovative information and market services, especially
in information technology acceptance. MIS Q. 33 (2), 419–432. recommender systems and personalized information systems in the CRM context. He
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341–352. Research Assistant at the Chair of Marketing and Innovation Management. Her PhD thesis
ZVA (Zentralverband der Augenoptiker und Optometristen - Association of focuses on consumer's acceptance of augmented reality technologies. She has published in
Optometrists), 2016A. Augenoptik in Zahlen Branchenbericht 2015/16. ZVA journals like Marketing ZFP - Journal of Research and Management and Journal of Retailing
gefoerdert durch Bundesministerium fuer Wirtschaft und Energie retrieved and Consumer Services.
September 25, 2016, http://www.zva.de/branchenberichte.

Alexandra Rese is Assistant Professor at the Chair of Innovation and Dialogue Marketing at
the University of Bayreuth, Germany. She completed her dissertation in sociology and
entrepreneurship at the University of Karlsruhe and her habilitation in business
administration at Brandenburg University of Technology Cottbus-Senftenberg. Her works
have appeared in journals like R&D Management, Creativity and Innovation Management,
International Journal of Automotive Technology and Management, and Journal of Retailing
and Consumer Services. Her current research focuses on the acceptance of innovative
applications in retailing, e.g. augmented reality, as well as abilities and roles in innovation
management.

Please cite this article as: Rese, A., et al., How augmented reality apps are accepted by consumers: A comparative analysis using scales and
opinions, Technol. Forecast. Soc. Change (2016), http://dx.doi.org/10.1016/j.techfore.2016.10.010

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